﻿// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

namespace SharpDX.Toolkit.Graphics
{
    public partial class BasicEffect
    {
        /// <summary>
        /// Enables the default lighting for all effects in a model.
        /// </summary>
        /// <param name="model">The model.</param>
        /// <param name="preferPerPixelLighting">if set to <c>true</c> [prefer per pixel lighting].</param>
        public static void EnableDefaultLighting(Model model, bool preferPerPixelLighting = false)
        {
            foreach (var meshItem in model.Meshes)
            {
                foreach (var effect in meshItem.Effects)
                {
                    var basicEffect = effect as BasicEffect;
                    if (basicEffect != null)
                    {
                        basicEffect.EnableDefaultLighting();
                        basicEffect.PreferPerPixelLighting = preferPerPixelLighting;
                    }
                }
            }
        }
    }
}